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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • How to discriminate vertical from horizontal scroll on Kubuntu/KDE mouse action for switch Desktop

    - by sandroid
    Currently trying out KDE, and I'm a big user of multiple workspaces/desktops while I work. I've noticed that essentially, KDE isn't able (or doesn't bother?) to tell between my mouse's standard vertical scroll, and the left/right scroll that it has. Just FYI, my mouse has a pretty sensitive scroll wheel with no discernible "clicks" so I can easily make my desktop look like it's on crack. Here's what I'd like: vertical scroll does nothing when applied on desktop, but left/right scroll causes me to switch to previous/next desktop. Here's what happens now - per settings for Desktop Settings -- Mouse Actions: Whether I scroll up/down or if I click left/right, I switch desktops. Thanks for your help

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  • problem with template: negative margins on float

    - by Fuxi
    i'm having a very strange problem with the wordpress template. i'd like to place 2 divs besides each other like this: <div style='float:left;'> left div </div> <div style='float:right'> right div </div> normally this works as it should - both divs should stick directly to each other - but something in the style.css (which uses css reset) causes the right div to overlap the left div with ~ 5pixels. i searched the whole .css for it but couldn't find out :(( it's just a fact that it must be something with the default css. anyone knows what is causing this - some fix? thanks

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  • LVD1 goes blurry if HDMI (DFP1) gets plugged in

    - by Jordon Bedwell
    I was wondering if anyone can explain why all of a sudden on 12.04 when I plug the HDMI in the text on my laptops monitor gets blurry. When I unplug the HDMI everything goes perfect again, text is crisp, plugin the HDMI text goes blurry. Screen 0: minimum 320 x 200, current 3280 x 1080, maximum 3280 x 1920 LVDS connected 1360x768+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 1360x768 60.0*+ 1366x768 60.0 + 1280x768 60.0 1280x720 60.0 1024x768 60.0 1024x600 60.0 800x600 60.0 800x480 60.0 640x480 60.0 DFP1 connected 1920x1080+1360+0 (normal left inverted right x axis y axis) 160mm x 90mm 1920x1080 30.0 + 60.0* 59.9 30.0 1776x1000 59.9 30.0 1680x1050 60.0 59.9 1400x1050 60.0 59.9 1600x900 59.9 1280x1024 60.0 1440x900 59.9 1280x960 60.0 1360x768 60.0 1280x768 59.9 1280x720 60.0 59.9 1024x768 75.0 70.1 60.0 1152x648 59.9 1024x600 75.0 70.1 60.0 800x600 72.2 75.0 60.3 56.2 800x480 72.2 75.0 60.3 56.2 720x480 60.0 30.0 59.9 640x480 75.0 72.8 59.9 CRT1 disconnected (normal left inverted right x axis y axis) The TV is actually 1080p@60 not @75 and definably not preferred @30. Both are set to 60hz. The proprietary driver is installed and says it's working alright to me.

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  • Nvidia Fullscreen Metanode "Sliding" Issue

    - by user68202
    i have 2 monitors, the left one is my "main" monitor with 1920x1080_120, the right one my second with 1680x1050_60. (i have a nvidia card setup with twinview) when i play a game or something in fullscreen mode, the full resolution is used in fullscreen (monitor 1 + monitor 2). i read something about the metanodes i can use to shut down the one monitor that i dont need durning a "fullscreen session". i used the following: Option "metamodes" "DFP-0: 1920x1080_120 +0+0, DFP-2: 1680x1050_60 +1920+0; DFP: 1920x1080_120 +0+0, NULL" Its working great, the second (right) monitor is shutting down when i press "CTRL ALT +" and is starting agin when i press the same keystroke. But in the second mode when the second monitor is "down", i got the full "monitor 1 + monitor 2" resolution on my first (left) monitor, i can move my mouse to the right to see the contents of the second monitor and move it again to the left to the what is normally seen on the first monitor. Its something sliding between the 2 monitors on one display. How can i avoid this?

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  • Monitor not recognised after apt-get upgrade on 11.10 - maximum 1024x768 resolution

    - by Josh
    I did an apt-get upgrade through update manager on 11.10. After restarting my VGA monitor is no longer recognised and I can only get a maximum of 1024x768 on a 1440x900 monitor. I can't find xorg.conf so I am pretty lost! xrandr output: Screen 0: minimum 320 x 200, current 1024 x 768, maximum 4096 x 4096 VGA-0 connected 1024x768+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DVI-0 disconnected (normal left inverted right x axis y axis) S-video disconnected (normal left inverted right x axis y axis)

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  • Leg animation not working

    - by Monacraft
    I am making a simple animation in XNA C# of a leg moving. This is the logic code for the thigh. It is meant to swing from 25' to 335'. However instead, it hits a point and then keeps on spinning in the other direction. Please help, here's the code: private void Thigh_method() { if (Legdata.Left == true) signvalue = -0.05f; else signvalue = 0.05f; if (Legdata.ToMid == true) Thighturn_ang += signvalue; if (Legdata.ToMid == false) Thighturn_ang -= signvalue; if (Thighturn_ang <= 25 || Thighturn_ang <= 335 && Thighturn_ang <= 180) Legdata.Left = true; if (Thighturn_ang >= 25 || Thighturn_ang >= 335 && Thighturn_ang >= 180) Legdata.Left = false; if (Thighturn_ang == 0) Legdata.ToMid = false; if (Math.Abs(Thighturn_ang) >= 25f) Legdata.ToMid = true; } Thanks in advance, Yours: Mona

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  • CSS hover behavior inconsistent on desktop/mobile devices [migrated]

    - by tbart
    I have a strange problem: This page looks good on desktop browsers, but the hovering effect does not seem to work correctly on at least my CM7 Android 2.3.7 device. I know hovering is not supposed to work on touch displays as it does with a mouse, but I'd like to have touch feedback, i.e. the highlight color should show once the user has tapped a menu item. This does work when the link is just a href="#" but it does not when it is a real link. I tried all sorts of stuff as you can see, to no avail. If you go back in the browser history after having tapped a real link, the item is highlighted, so the browser understands the CSS I am throwing at it. However, the javascript alert makes it clear that it only seems to interpret the link opening action and does not care about the color changing stuff. Weird that is. Workarounds welcome, preferable without javascript, but if it has to be JS, then go ahead! either go here: http://orpheus.co.at/hoverprob and Use the source, Luke! or see it here in all its glory: <html> <head> <meta name="viewport" content="width=320"> <style> #nav, #nav ul { width: 100%; float: left; list-style: none; line-height: 1; background: #fff; font-weight: bold; padding: 0; margin: 0 0 5px 0; } #nav a { display: block; color: #001834; text-decoration: none; padding: 5px 7px; } #nav li { float: left; padding: 0; width: 33%; } #nav li ul { position: absolute; left: -9999px; height: auto; margin: 0; opacity: .95; width: 100%; } #nav li a { text-align: center; height: 20px; line-height: 20px; } #nav li ul li a { text-align: left; } #nav li ul li { float: none; /* width: 316px; */ width: 100%; } #nav li:hover ul ul, #nav li:hover ul ul ul, #nav li.sfhover ul ul, #nav li.sfhover ul ul ul { left: -9999px; } #nav li:hover ul, #nav li li:hover ul, #nav li li li:hover ul, #nav li.sfhover ul, #nav li li.sfhover ul, #nav li li li.sfhover ul { left: 0; } #nav li.educate { background: #FFF0B8; /* background: #FF0000; */ /* border-radius: 5px; */ border: 5px; } #nav li.educate:hover { background: #FFCE00; /* border-radius: 5px; */ } </style> </head> <body> <div id="mobMenu"> <ul id="nav" class="nav"> <li class="educate"><a href="#">menu</a> <ul class="educate"> <li class="educate"><a href="#">href=&quot#&quot;, works</a></li> <!--(+emtpy onmouseover for iPose devices)--> <li class="educate"><a onmouseover="" href="index.html">does not work, real link</a></li> <li class="educate" id="bla"><a onmousedown="document.getElementById('bla').style.backgroundColor='Blue'; alert('Done');document.location='index.html';" href="#">JS, not interpreted in corr order</a></li> </ul> </li> </div> </body>

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • how can I change object look point?

    - by jques
    I have tried to load image but system does not give permission. Please look image http://www.rps.net/gunslinger/scrnshot/gunslinger33.jpg I have two arm with two gun, I want to rotate these arm with mouse. For example, if I move mouse position to the left, arms with guns should be move also. Since this is hoby project, I am a bit confort to ask below question ; What should I do to achieve my wish ? some explanation: perspective view gun in viewing direction left click = trigger left gun perspective Feel free to change the title Thanks

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  • Restore the Ctrl + Alt + Num Pad windows positioning commands?

    - by holocronweaver
    Using Unity in Ubuntu 12.04, the Ctrl + Alt + Num Pad combination for positioning windows has been fragmented by Ctrl + Alt + 4 (move window to left half of screen) being changed to Super + Left Arrow. A similar change moved Ctrl + Alt + 6 to Super + Right Arrow. Thus one moves windows to corners using Ctrl + Alt combos, but Super combos are needed to move to the left or right. This is more than a convenience problem since the new windows positioning provided by the super key combos seems to give different sizes than the Ctrl + Alt combos they replaced, leading to distracting gaps between windows when you combine the two methods to position three or more windows on one screen. Is there a way to restore the previous behavior so that I can use Ctrl + Alt + Num Pad for all windows positioning?

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • Playing audio stream not showing in pavucontrol

    - by user168505
    My Pulse Audio Volume Control (pavucontrol) is not shown volume bar which present below the volume control slider for right and left channels in the Play tab . However, I can hear audio,and the pavucontrol Play tab shows the name of the application(any media player vlc,mplayer etc.) which is running and volume control for right and left channels (FROM LEFT & FROM RIGHT Volume slider) I guess there may be a change in the system configuration/setting? How to reset it? I have reinstalled Pulseaudio, but the problem remains. I am using ubuntu 12.04 with default pulse audio.

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  • How to create a map-like (clouds) texture [duplicate]

    - by user16547
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers If you place a map of the world on a sphere, it will look like the image is continuous. Basically the left end of the image is sort of a continuation of the right end. You won't be able to see any cuts. I'm trying to create a clouds texture to add to my planet such that it will seem it has clouds. I managed to create the clouds in GIMP, however, I can't figure out how to make sure the left end of my image is a smooth continuation of the right end. For example if you were to map the below image to your sphere (I removed transparency to make it clearer), there would be a very obvious transition from the right end of the image back to the left end on your sphere. How would I create a texture such that I get rid of that? Sorry for my lack of terminology.

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  • Why can't I add pointers

    - by Knowing me knowing you
    Having very similiar code like so: LINT_rep::Iterator::difference_type LINT_rep::Iterator::operator+(const Iterator& right)const { return (this + &right);//IN THIS PLACE I'M GETTING AN ERROR } LINT_rep::Iterator::difference_type LINT_rep::Iterator::operator-(const Iterator& right)const {//substracts one iterator from another return (this - &right);//HERE EVERYTHING IS FINE } err msg: Error 1 error C2110: '+' : cannot add two pointers Why I'm getting an err in one place and not in both?

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  • How to set two column unique in SQL.

    - by sxingfeng
    I am creating a table ,in the table two column is unique, I mean columnA and columnB do not have same value: such as : Table X A B 1 2(RIGHT,unique) 2 2(RIGHT, unique) 1 3(RIGHT, not unique) 2 3(RIGHT, not unique) 1 2 (WRONG, not unique) How to create such a table? many thanks!

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  • Jump to the start of next statement

    - by Borek
    Say that I'm writing a test and my caret is here (indicated by "|"): [ExpectedException(typeof(InvalidOperationException|))] In Visual Studio 2010, I'd like to press some shortcut that would take me to the next line so that I could start typing "public void Etc()". Right now, I need to press Right arrow Right arrow Right arrow Enter Which is too many key presses IMO. Is there a VS2010 / ReSharper shortcut to aid this operation?

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  • Good Word HTML cleaner?

    - by Tony_Henrich
    There are a ton of utilities for cleaning the html produced by Word. Some are online services and some are Windows desktop apps. Does anyone have good experience with any? I am looking for one that does a very good job of maintaining the layout and text styles of the original document. The people using the tool know very little or no html which means they can't be spending time doing html editing to fix the layout.

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  • Multi Monitor setup goes crazy after locking/unlocking Vista machine

    - by Mark Henderson
    My Vista Business machine, running Ultramon, has three monitors attached. When I lock the machine, the monitor layout stays correct. When I unlock it, I watch as all my screens flicker (as they are being re-configured), and Vista chooses some crazy layout for the monitors. The most recent one is below, but it's never consistent. Any ideas what might cause this? It's Vista Business, with UltraMon 3.0 (exiting Ultramon makes no difference).

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  • Using CapsLock LED for other purposes

    - by PHPst
    Currently I use following autohotkey script to change keyboard layout using the CapsLock button. SetCapsLockState, AlwaysOff +CapsLock::CapsLock #SingleInstance force CapsLock::Send, {ALTDOWN}{SHIFTDOWN}{SHIFTUP}{CTRLUP}{ALTUP} return I want CapsLock LED be turned on when layout is Persian and off when it is Englsih. Is it possible? Indeed I want LED be switched wile CapsLock remains off.

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  • Make Thunderbird show message list like Outlook?

    - by wag2639
    Does anyone know how to change the layout (either option or extension) for Thunderbird 3 to make it look like the default layout in Outlook? Basically, in Vertical View, I can get my Folders on the left, next to a 2 line listing of each message (Sender and Time line 1, Subject on line 2), and Message Pane on right? If not, I'll also take as Notes links to guides on how to make my own extension.

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  • PPTX to PDF -> Hyperlinks failed

    - by Joe
    Hi, I have a Powerpoint 2007 document with hyperlinks to other slides and external docs both on the master layout and on serveral slides. When I try to convert it to PDF, it loses all the hyperlinks. I have the following Questions: Which PDF-Converter does not kill my Hyperlinks made in the Powerpoint Layout master? I tried Adobe and DoPDF. And how do I have to setup the prog/converter? thanks in advance!

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  • Documenting Client Infrastructure

    - by Richard B
    Working on a new project, and need some documentation advice. I need to be able to document ~ 400 client sites to track assets, setup, hardware layout, network layout, etc. We want to have photos, maps, etc. wherever possible. We need this for a call center environment. Has anyone found any off the shelf software that performs this functionality, or are we on our own to develop the tools that we require?

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  • Software Raid 10 corrupted superblock after dual disk failure, how do I recover it?

    - by Shoshomiga
    I have a software raid 10 with 6 x 2tb hard drives (raid 1 for /boot), ubuntu 10.04 is the os. I had a raid controller failure that put 2 drives out of sync, crashed the system and initially the os didnt boot up and went into initramfs instead, saying that drives were busy but I eventually managed to bring the raid up by stopping and assembling the drives. The os booted up and said that there were filesystem errors, I chose to ignore because it would remount the fs in read-only mode if there was a problem. Everything seemed to be working fine and the 2 drives started to rebuild, I was sure that it was a sata controller failure because I had dma errors in my log files. The os crashed soon after that with ext errors. Now its not bringing up the raid, it says that there is no superblock on /dev/sda2, even if I assemble manually with all the device names. I also did a memtest and changed the motherboard in addition to everything else. EDIT: This is my partition layout Disk /dev/sdb: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x0009c34a Device Boot Start End Blocks Id System /dev/sdb1 * 2048 511999 254976 83 Linux /dev/sdb2 512000 3904980991 1952234496 83 Linux /dev/sdb3 3904980992 3907028991 1024000 82 Linux swap / Solaris All 6 disks have the same layout, partition #1 is for raid 1 /boot, partition #2 is for raid 10 far plan, partition #3 is swap, but sda did not have swap enabled EDIT2: This is the output of mdadm --detail /dev/md1 Layout : near=1, far=2 Chunk Size : 64k UUID : a0feff55:2018f8ff:e368bf24:bd0fce41 Events : 0.3112126 Number Major Minor RaidDevice State 0 8 34 0 spare rebuilding /dev/sdc2 1 0 0 1 removed 2 8 18 2 active sync /dev/sdb2 3 8 50 3 active sync /dev/sdd2 4 0 0 4 removed 5 8 82 5 active sync /dev/sdf2 6 8 66 - spare /dev/sde2 EDIT3: I ran ddrescue and it has copied everything from sda except a single 4096 byte sector that I suspect is the raid superblock EDIT4: Here is some more info too long to fit here lshw: http://pastebin.com/2eKrh7nF mdadm --detail /dev/sd[abcdef]1 (raid1): http://pastebin.com/cgMQWerS mdadm --detail /dev/sd[abcdef]2 (raid10): http://pastebin.com/V5dtcGPF dumpe2fs of /dev/sda2 (from the ddrescue cloned drive): http://pastebin.com/sp0GYcJG I tried to recreate md1 based on this info with the command mdadm --create /dev/md1 -v --assume-clean --level=10 --raid-devices=6 --chunk=64K --layout=f2 /dev/sda2 missing /dev/sdc2 /dev/sdd2 missing /dev/sdf2 But I can't mount it, I also tried to recreate it based on my initial mdadm --detail /dev/md1 but it still doesn't mount It also warns me that /dev/sda2 is an ext2fs file system but I guess its because of ddrescue

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